source: trunk/third/xscreensaver/hacks/speedmine.man @ 20148

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1.de EX          \"Begin example
2.ne 5
3.if n .sp 1
4.if t .sp .5
5.nf
6.in +.5i
7..
8.de EE
9.fi
10.in -.5i
11.if n .sp 1
12.if t .sp .5
13..
14.TH XScreenSaver 1 "23-Apr-01" "X Version 11"
15.SH NAME
16speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm
17.SH SYNOPSIS
18.B speedmine
19[\-display \fIhost:display.screen\fP] [\-root] [\-window]
20[\-install] [\-noinstall] [\-visual \fIvisual\fP] [\-wire] [\-nowire]
21[\-worm]
22[\-foreground \fIcolor\fP] [\-background \fIcolor\fP] [\-darkground \fIcolor\fP] [\-lightground \fIcolor\fP] [\-tunnelend \fIcolor\fP] [\-delay \fImicroseconds\fP] [\-maxspeed \fInumber\fP] [\-thrust \fInumber\fP] [\-gravity \fInumber\fP] [\-vertigo \fInumber\fP] [\-terrain] [\-noterrain] [\-smoothness \fInumber\fP] [\-curviness \fInumber\fP] [\-twistiness \fInumber\fP] [\-widening] [\-nowidening] [\-bumps] [\-nobumps] [\-bonuses] [\-crosshair] [\-nocrosshair] [\-psychedelic] [\-nopsychedelic]
23.SH DESCRIPTION
24.TP 8
25Speedmine!
26 
27Down the speedmine, you'll find speed
28
29to satisfy your moving needs;
30
31So if you're looking for a blast
32
33then hit the speedmine, really fast.
34.PP
35Speedworm loves you.
36 
37Speedworm likes to bump and grind
38
39and chase her tail, and dance around
40
41she really is a funky friend;
42
43she's made of speed from end to end.
44.PP
45You can configure stuff
46either with command-line options or X resources.
47.SH OPTIONS
48.TP 8
49.B \-display \fIhost:display.screen\fP
50Specifies which X display we should use (see the section DISPLAY NAMES in
51.BR X (1)
52for more information about this option).
53.TP 8
54.B \-root
55Draw on the root window.
56.TP 8
57.B \-window
58Draw on a newly-created window.  This is the default.
59.TP 8
60.B \-install
61Install a private colormap for the window.
62.TP 8
63.B \-noinstall
64Don't install a private colormap for the window.
65.TP 8
66.B \-visual \fIvisual\fP
67Specify which visual to use.  Legal values are the name of a visual
68class, or the id number (decimal or hex) of a specific visual.
69Possible choices include
70
71.RS
72default, best, mono, monochrome, gray, grey, color, staticgray, staticcolor,
73truecolor, grayscale, greyscale, pseudocolor, directcolor, \fInumber\fP
74
75If a decimal or hexadecimal number is used,
76.BR XGetVisualInfo (3X)
77is consulted to obtain the required visual.
78.RE
79.TP 8
80.B \-worm
81Be a happy spastic worm instead of a tunnel.
82.TP 8
83.B \-wire
84Specifies that the tunnel/worm should always be rendered in wireframe style.
85.TP 8
86.B \-nowire
87Specifies that the tunnel/worm should be rendered normally. Note that
88tunnel rendering may still temporarily switch to wireframe style when
89a wireframe bonus is hit, if
90.B bonuses
91are enabled.
92.TP 8
93.B \-foreground \fIcolor\fP
94Specifies the default foreground color.
95.TP 8
96.B \-background \fIcolor\fP
97Specifies the default background color.
98.TP 8
99.B \-darkground \fIcolor\fP
100Specifies the color of the darkest portions of the ground (or the
101worm's belly.)  The ground/belly is colored by a gradient between
102.B darkground
103and
104.B lightground.
105.TP 8
106.B \-lightground \fIcolor\fP
107Specifies the color of the lightest portions of the ground/belly.
108The ground/belly is colored by a gradient between
109.B darkground
110and
111.B lightground.
112.TP 8
113.B \-tunnelend \fIcolor\fP
114Specifies the color of the light at the end of the tunnel.
115.TP 8
116.B \-delay \fImicroseconds\fP
117Specifies the delay between drawing successive frames. If you do not specify
118.BR -sync ,
119some X servers may batch up several drawing operations together,
120producing a less smooth effect.   This is more likely to happen
121in monochrome mode (on monochrome servers or when
122.B \-mono
123is specified).
124.TP 8
125.B -maxspeed \fInumber\fP
126Specifies an upper bound on the speed of normal movement. This does not
127affect the speed that may be attained when hitting a speed bonus.
128.TP 8
129.B -thrust \fInumber\fP
130Specifies the thrust constantly applied. Positive numbers indicate a forwards
131thrust, negative numbers indicate a backwards thrust.
132.TP 8
133.B -gravity \fInumber\fP
134Specifies the effect of gravity. Larger numbers will increase acceleration
135downhill and decrease acceleration uphill.
136.TP 8
137.B -vertigo \fInumber\fP
138Specifies to what level the demo should accentuate the curvature and
139windiness of the tunnel or worm.
140.TP 8
141.B -terrain
142Continuously generate a fractal terrain to simulate the rockiness of the
143tunnel walls, or the texture of the worm's skin.
144.TP 8
145.B -noterrain
146Do not generate terrain. When this option is set, all surfaces are flat.
147.TP 8
148.B -smoothness \fInumber\fP
149When
150.BR -terrain
151is set, specifies how smooth the walls or skin are.
152.TP 8
153.B -curviness \fInumber\fP
154Controls how much the generated tunnel (or worm) should curve left
155and right, and dip up and down.
156.TP 8
157.B -twistiness \fInumber\fP
158Controls how much the generated tunnel (or worm) twists around itself.
159.TP 8
160.B -widening
161Specifies that the generated tunnel (or worm) may vary in width.
162.TP 8
163.B -nowidening
164Specifies that the average width should be kept constant.
165.TP 8
166.B -bumps
167Indicates that the simulation should take the bumpiness of the ground into
168account and allow the animation to shake and rattle when travelling over
169rough ground.  Or that the worm should be allowed to bump around and
170shake her booty.
171.TP 8
172.B -nobumps
173Indicates that the bumpiness of the ground should be ignored, such that the
174simulation will glide through the tunnel.  Or that the worm should calm
175down and behave herself.
176.TP 8
177.B -bonuses
178Indicates that the demo should include bonus events. These include speed
179bonuses, spins, and changes of viewpoint and rendering style.
180.TP 8
181.B -nobonuses
182Indicates that bonuses should not be included in the demo.
183.TP 8
184.B -crosshair
185Specifies that a gaming style crosshair be drawn on the simulation. This
186serves little purpose but may make hardcore gamers feel more comfortable.
187.TP 8
188.B -nocrosshair
189Specifies that no crosshair be drawn.
190.TP 8
191.B -psychedelic
192Specifies that a psychedelic colormap should be generated. When this is
193set, the walls and ground of the tunnel are drawn in an often changing
194rainbow of colours.
195.TP 8
196.B -nopsychedelic
197Specifies that a normal colormap should be used, with muted walls and a
198grey road.
199.SH RESOURCES
200.EX
201Option            Resource               Default Value
202------            --------               -------------
203-wire             .wire                  False
204-background       .background            black
205-foreground       .foreground            white
206-darkground       .darkground            #101010
207-lightground      .lightground           #a0a0a0
208-tunnelend        .tunnelend             #000000
209-delay            .delay                 30000
210-maxspeed         .maxspeed              700
211-thrust           .thrust                1.0
212-gravity          .gravity               9.8
213-vertigo          .vertigo               1.0
214-terrain          .terrain               True
215-smoothness       .smoothness            6
216-curviness        .curviness             1.0
217-twistiness       .twistiness            1.0
218-widening         .widening              True
219-bumps            .bumps                 True
220-bonuses          .bonuses               True
221-crosshair        .crosshair             False
222-psychedelic      .psychedelic           False
223.EE
224.SH WARNING
225Speedworm is a trained professional. Do not try this at home.
226
227Prolonged viewing of this demo with
228.B maxspeed
229and
230.B vertigo
231above the defaults may have short-term psychological side effects including
232hyperactivity and attention deficiency.
233.SH COPYRIGHT
234Copyright \(co 2001, Conrad Parker.  Permission to use, copy, modify,
235distribute, and sell this software and its documentation for any purpose is
236hereby granted without fee, provided that the above copyright notice appear
237in all copies and that both that copyright notice and this permission notice
238appear in supporting documentation.  No representations are made about the
239suitability of this software for any purpose.  It is provided "as is" without
240express or implied warranty.
241.SH AUTHOR
242Conrad Parker <conrad@deephackmode.org>, April 2001.
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